LunaNotes

Download Subtitles for Lighting a NIGHT-TIME Exterior in Unreal

Lighting a NIGHT-TIME exterior in Unreal

Lighting a NIGHT-TIME exterior in Unreal

William Faucher

826 segments EN

SRT - Most compatible format for video players (VLC, media players, video editors)

VTT - Web Video Text Tracks for HTML5 video and browsers

TXT - Plain text with timestamps for easy reading and editing

Subtitle Preview

Scroll to view all subtitles

[00:05]

[Music]

[00:10]

hey everyone welcome back william

[00:11]

felicia here i want to preface this

[00:13]

video by saying that while i'll be using

[00:15]

unreal in this tutorial just about

[00:17]

everything in this video can be applied

[00:19]

to any renderer whether you're using

[00:22]

unreal yourself or blender v-ray

[00:24]

redshift octane

[00:26]

whatever it's all more or less the same

[00:29]

because lighting is lighting and while

[00:30]

there are a few

[00:32]

technical differences from one program

[00:34]

to another the fundamentals are all the

[00:36]

same now i get a lot of questions about

[00:38]

how to do nighttime lighting because

[00:40]

i'll admit it's tricky

[00:42]

but before you skip ahead to the good

[00:44]

stuff wait a second we need to observe

[00:47]

how cinematographers light their night

[00:49]

scenes

[00:50]

in actual movies i promise you this is

[00:53]

going to help you

[00:54]

bear with me

[00:56]

understanding how movies are lit for

[00:58]

night shots is essential to getting a

[01:00]

good result let's take a look at some

[01:02]

classic film shots here and break down

[01:05]

the lighting they used and first off

[01:07]

you'll notice when you look at these

[01:10]

you may realize that something feels a

[01:12]

bit off

[01:13]

that is not real moonlight

[01:16]

you can clearly tell that this is a big

[01:18]

bright artificial light source we can

[01:20]

clearly see that the light is coming

[01:22]

from two different directions at once

[01:24]

which is a telltale sign that it's not

[01:27]

natural light why don't they just use

[01:29]

moonlight the reason being is because

[01:31]

moonlight is way too dark sunlight is

[01:34]

roughly 100 000 lux in brightness

[01:37]

while moonlight is between 0.25 and 1

[01:41]

lux which means the sun is 100 to 400

[01:45]

000 times brighter

[01:47]

than moonlight

[01:48]

even with modern cameras with incredible

[01:51]

low light performance

[01:52]

it's just not enough light to nail a

[01:54]

correct exposure without getting too

[01:56]

much noise in the shot you're going to

[01:58]

need to crank up that gain or the iso to

[02:01]

ridiculous numbers and that's just

[02:03]

that's just no bueno

[02:05]

but secondly notice how all the shots

[02:07]

here are very cold or blue in color

[02:10]

temperature

[02:11]

all of them

[02:12]

which is funny because moonlight is

[02:14]

actually not blue science tells us that

[02:17]

moonlight is actually a bit more red

[02:19]

than sunlight and has a color

[02:20]

temperature of about 4000 kelvin which

[02:23]

is very warm if moonlight actually have

[02:26]

a warm white color to it why

[02:29]

do we light and grade moonlight to

[02:31]

appear like a cold blue tldr is called

[02:34]

the perkinia effect in basic terms our

[02:37]

eyes will shift peak luminosity toward

[02:39]

the blue end of the color spectrum at

[02:41]

low illumination levels so our eyes will

[02:43]

be using rods instead of cones in the

[02:46]

retina depending on the available light

[02:48]

with that knowledge why do films keep

[02:51]

using blue to represent nighttime shots

[02:53]

honestly it's probably because it's a

[02:55]

convention that audiences have come to

[02:57]

recognize

[02:58]

just like how 24fps feels right when you

[03:01]

watch a movie and

[03:03]

fps feel a bit weird this kind of goes

[03:05]

to show that art is very subjective but

[03:08]

to give you a visual example

[03:10]

here's a shot of me with a white balance

[03:12]

card to get a neutral white balance when

[03:15]

outside during a full moon

[03:17]

it was bright enough to see my own

[03:18]

shadow and if i didn't know any better

[03:22]

it almost looks like a lightly cloudy

[03:24]

day now the lighting here looks very

[03:26]

flat because all of that snow is acting

[03:28]

like a huge reflector but under normal

[03:31]

non-snowy conditions you would get a lot

[03:33]

more directionality to the moonlight but

[03:35]

here's another photo example and it

[03:37]

really does look like daylight when

[03:38]

exposed correctly remember moonlight is

[03:42]

just way too dark to shoot well exposed

[03:45]

clean video in so cinematographers

[03:48]

really need to compensate with

[03:49]

artificial lighting to make things feel

[03:52]

like they are moonlit without actually

[03:55]

using moonlight there are lots of ways

[03:57]

to fake this but using huge bright light

[04:00]

sources practical lights or what we call

[04:02]

a day for night grade which is the

[04:04]

process of actually shooting your

[04:06]

footage during the day in broad sunlight

[04:09]

getting the benefits of having more

[04:11]

light to see buy and work with and then

[04:13]

they color grade that footage in post to

[04:16]

make it look like a nighttime shot by

[04:18]

adjusting the highlights the exposure

[04:20]

and the white balance

[04:21]

sometimes they even go so far to add

[04:23]

some sky replacements in post for added

[04:26]

effect it's all a huge hack it's total

[04:28]

fakery making us believe it's a night

[04:31]

shot without actually needing to shoot

[04:33]

at night and that is what we're going to

[04:35]

do right now we're going to light this

[04:37]

shot right here entirely from scratch

[04:40]

right after the sponsored message

[04:42]

so a big thank you to skillshare for

[04:43]

sponsoring this video as you're all well

[04:46]

aware by now skillshare is an online

[04:47]

learning platform you can use to find

[04:50]

thousands of inspiring high quality

[04:52]

classes in order to learn any skills

[04:54]

you've ever dreamt of picking up need to

[04:56]

learn about getting started in unreal

[04:58]

for archbis skillshare had you covered

[04:59]

with yahoo justin's class on unreal

[05:01]

engine for architecture as a freelancer

[05:04]

myself i'm trying to learn more about

[05:05]

seo and ran fishkin's introduction to

[05:08]

seo strategy for entrepreneurs has

[05:10]

taught me just about everything i need

[05:12]

to know on the topic

[05:14]

skillshare's classes are curated they're

[05:16]

ad free new premium classes come out

[05:18]

every week and it's worth mentioning

[05:20]

that the entire catalog of classes now

[05:22]

offers subtitles in spanish french

[05:24]

portuguese and german so the first 1 000

[05:27]

of my subscribers to click the link down

[05:28]

below we'll get a one month free trial

[05:31]

so you can start learning right away on

[05:33]

the go

[05:34]

even on your phone

[05:35]

and now let's get started in unreal

[05:38]

all right so now that we're in unreal

[05:40]

the first thing you're going to notice

[05:41]

is that i'm using ue4 and there's a few

[05:44]

reasons i'm not using ue5 at the moment

[05:46]

first and foremost because foliage just

[05:48]

does not look quite as good in ue5 yet

[05:52]

so i'm sticking with ue4 right now

[05:54]

primarily for stability and slightly

[05:57]

better quality you get with foliage

[05:59]

assets and there's a few other reasons

[06:01]

as well but we'll get into that a little

[06:03]

bit later so you'll see here i'm pretty

[06:04]

much exclusively using mega scans assets

[06:08]

here including the trees the trees are

[06:09]

all the brand new mega scan tree assets

[06:12]

so you can recreate the scene yourself

[06:15]

very easily so what we're going to do

[06:17]

here is we're going to delete every

[06:18]

single light in the scene and start off

[06:20]

with a blank slate and just like that

[06:22]

you'll see we've got nothing left it's

[06:25]

totally dark

[06:26]

let's start from scratch so the first

[06:28]

thing i like to do before doing anything

[06:30]

at all is to establish a sky and in this

[06:33]

environment we don't really see the sky

[06:34]

that much but

[06:35]

you may want to have a starry night sky

[06:39]

so what we're going to do is we're going

[06:40]

to go to the content browser and in the

[06:42]

engine content folder

[06:44]

make sure that you have the show engine

[06:46]

content button turned on here we're

[06:49]

going to search for sky and we're going

[06:51]

to filter by blueprint class

[06:53]

and here we have the bp sky sphere we're

[06:56]

going to drag and drop this into our

[06:57]

scene like that

[06:58]

and you'll see

[07:00]

now we have a sky now this sky blueprint

[07:02]

has been around since the day unreal

[07:04]

engine 4 came out pretty much it is old

[07:07]

but it is pretty useful to get a kind of

[07:09]

a basic sky system in there if you need

[07:12]

it

[07:14]

so what we're going to do now is with

[07:15]

the bp sky sphere selected we're going

[07:18]

to go to the details panel and we're

[07:19]

going to adjust the sun height right

[07:22]

here

[07:23]

turn this down like that

[07:25]

and next let's say something like that

[07:28]

there we go and now we're going to

[07:30]

change the star's brightness right here

[07:32]

and crank that up a little bit and

[07:33]

you'll see that's a very simple and

[07:35]

effective way to get

[07:38]

stars in your sky now the texture is not

[07:40]

that great but you can go ahead and

[07:43]

change that in the material itself if

[07:45]

you so desire so if i go here and open

[07:47]

up this material instance dynamic and

[07:50]

open this master material

[07:52]

if i zoom out you'll see here

[07:54]

in the sky colors there's a texture here

[07:57]

called t underscore sky stars

[08:01]

and you can use any tileable star

[08:03]

texture that you want and replace the

[08:06]

default one just so you know but for now

[08:08]

i'm going to leave this like that

[08:09]

because i don't really need

[08:11]

any starts because i don't really need

[08:12]

anything better

[08:15]

then going back to my sequence going

[08:16]

back to my camera view the next step

[08:19]

involves creating a directional light

[08:21]

and the directional light is going to be

[08:23]

our moonlight so to speak so i'm going

[08:26]

to go to lights and drag and drop a

[08:27]

directional light in my scene like that

[08:30]

i got to move it closer so i can select

[08:32]

it more easily

[08:34]

and two things

[08:36]

make sure we set it to movable and in

[08:38]

the search detailed panel again i'm

[08:40]

going to search for atmosphere and we're

[08:42]

going to turn on atmosphere sunlight the

[08:44]

only reason i have this checked on is

[08:47]

because now i can use the control l

[08:49]

shortcut to move and rotate the

[08:51]

directional light and really fine tune

[08:53]

it the way i want it to it's really just

[08:55]

a handy tip that is good to know about

[08:57]

so what i want is for my moonlight so to

[09:00]

speak to really highlight our hero asset

[09:03]

and our hero prop here our main subject

[09:06]

is this lantern in the back over here

[09:08]

right so i want to make sure that my

[09:09]

directional light is really highlighting

[09:12]

the edges here i want i really want it

[09:14]

to give a nice rim light to it

[09:16]

so i'm going to fine tune it kind of

[09:18]

like this until it really

[09:21]

illuminates all of those edges because

[09:23]

when it comes to lighting night time

[09:25]

scenes

[09:26]

silhouette

[09:27]

is probably the most important thing

[09:30]

silhouette is what you're going to see

[09:32]

it's what's going to catch those edges

[09:33]

is what's going to make things pop and

[09:35]

stand out from the rest keep that in

[09:36]

mind because we're going to be working a

[09:38]

lot with silhouette and the fog and

[09:40]

silhouettes with rim lighting

[09:42]

specifically so

[09:44]

keep that in mind

[09:46]

and now i might uh increase my intensity

[09:48]

my sunlight to like 20 or something

[09:50]

just make a little bit brighter make

[09:52]

things pop a little bit more uh it helps

[09:54]

the trees get a little bit more

[09:55]

illuminated as well

[09:57]

but yeah you can play around with that

[09:58]

for now obviously we don't see anything

[10:01]

the lighting here is just it's too dark

[10:03]

we have some interesting silhouettes but

[10:05]

that's about it

[10:07]

the next step involves adding some fog

[10:09]

because the fog here especially in

[10:11]

unreal is really gonna help us get that

[10:14]

depth that we need so let's go ahead and

[10:16]

create that right now

[10:18]

we're going to go to visual effects here

[10:20]

exponential height fog and drag this

[10:22]

into our scene and just like that

[10:26]

we're starting to get somewhere right it

[10:28]

went from looking like total crap to

[10:31]

this in one click but first there are

[10:34]

some critically important things we need

[10:36]

to change before we move on the first of

[10:38]

which is changing one of your project

[10:40]

settings so we're going to go to the

[10:41]

settings tab up top here

[10:43]

go to project settings

[10:45]

and we're going to search for

[10:46]

fog up here

[10:48]

and here is where you want to have

[10:51]

support sky atmosphere affecting height

[10:54]

fog make sure this is turned on

[10:57]

you may have to restart unreal if you do

[10:59]

go ahead and do so before moving on

[11:02]

now once that project setting has been

[11:04]

changed we're going to select our

[11:05]

exponential high fog and go to the

[11:07]

details panel and we need to set the fog

[11:10]

and scattering color to

[11:12]

black and set the directional and

[11:15]

scattering color here to black as well

[11:18]

the reason we're doing that is because

[11:20]

exponential height fog is purely

[11:22]

additive and we're going to be using

[11:23]

volumetric fog

[11:25]

okay so we want to make sure that only

[11:28]

the volumetric fog is affecting the fog

[11:30]

so to speak so

[11:32]

the next step is to scroll down a little

[11:34]

bit further and turn on volumetric fog

[11:37]

here

[11:38]

now you'll see okay this looks

[11:40]

different not great

[11:43]

different

[11:44]

what do we need to do now the next step

[11:46]

is we need to select our directional

[11:48]

light

[11:49]

and go to the search details panel and

[11:52]

search for ray because we're going to

[11:54]

turn off ray tracing here for several

[11:56]

reasons a it's going to make our foliage

[11:59]

look better in our trees b ray trace

[12:01]

shadows don't work with volumetric fog

[12:04]

very well the ray shadows don't cast

[12:07]

shadows on volumetric fog

[12:09]

i did make a tutorial about this last

[12:11]

year but that was in 4.26 and in 4.27

[12:15]

that hack broke

[12:17]

so

[12:18]

unfortunately we're going to have to

[12:19]

turn off ray tracing for the directional

[12:21]

light to get our fog to shadow correctly

[12:24]

if you're using uv5 you don't need to

[12:26]

worry about this it's going to be just

[12:28]

fine

[12:29]

because fog is properly shadowed in ue5

[12:33]

this is purely a ue4

[12:35]

issue so we're going to go here and turn

[12:38]

off cast ray tracing shadows

[12:40]

and you'll see okay

[12:42]

this is starting to look a bit more

[12:44]

interesting

[12:45]

right now we got some fog in there we

[12:46]

got some fog kind of shining through we

[12:48]

got a bit more depth in our scene if i

[12:51]

toggle the fog on and off

[12:53]

before and after

[12:55]

big difference and i'm going to hide the

[12:57]

fog and toggle the

[12:59]

uh raytrace shadows pay attention to the

[13:01]

trees look at the difference it makes on

[13:04]

the leaves themselves this is with ray

[13:06]

tracing on

[13:08]

and off

[13:10]

on

[13:11]

and off so you'll see we get a little

[13:12]

bit more of a lush feeling with

[13:15]

raytracing off so this is very nice if

[13:17]

you don't have an rtx gpu so i'm going

[13:21]

to turn on the fog again

[13:23]

and now i in my directional light i'm

[13:25]

going to go ahead and boost the fog a

[13:28]

little bit i'm going to by increasing

[13:30]

the volumetric scattering intensity i'm

[13:32]

gonna set that to three

[13:35]

and now you'll see wow

[13:37]

boom just like that we've got

[13:39]

way more depth to our scene the whole

[13:41]

thing feels way more alive see we kind

[13:43]

of got these nice god rays shining

[13:45]

through but

[13:46]

if you do this in your scene you're

[13:47]

probably not going to get the same

[13:49]

result now the reason why things look so

[13:51]

good right now is because i carefully

[13:53]

laid out the scene to get this desired

[13:55]

effect i placed all the trees perfectly

[13:57]

to get the fog shining through kind of

[13:59]

like god raid would shine through a

[14:01]

window

[14:02]

let me get out of camera view here and

[14:04]

get closer to show you what i mean

[14:06]

notice how here i've got this nice god

[14:08]

ray shining through here because i

[14:10]

essentially made a window

[14:12]

right here

[14:14]

i placed a whole bunch of trees and a

[14:16]

shadow blocker up top here to fake a

[14:19]

window so to speak to make sure the

[14:21]

volumetric fog shines exactly where i

[14:24]

want it to

[14:25]

same thing over here we have an opening

[14:27]

here

[14:28]

we got the god ray shining through here

[14:30]

because i carefully placed a window

[14:34]

over here because that is where i wanted

[14:36]

the volumetric fog to shine through okay

[14:39]

so if i go back to my camera view and i

[14:42]

select this big shadow caster here

[14:45]

pay attention to what happened when i

[14:46]

move it

[14:49]

see how that look is totally different

[14:50]

now

[14:53]

if i hide this

[14:55]

look at the difference that makes

[14:57]

it is day and night so that's what i did

[15:00]

there is no shame in using this massive

[15:02]

shadow blocker to

[15:04]

carefully craft and shape the volumetric

[15:06]

fog to do whatever it is you want it to

[15:08]

do we are literally faking those nice

[15:11]

god rays to give the desired look and

[15:13]

that is why

[15:14]

using volumetric fog is so important hey

[15:17]

everyone future will here i just wanted

[15:19]

to take a moment to talk about something

[15:21]

about the fog that i

[15:23]

omitted from the original recording so

[15:25]

let's take a look at that right now

[15:27]

when we have our exponential height fog

[15:29]

selected in the details panel you can

[15:31]

control the directionality of your god

[15:34]

rays by using a feature called

[15:36]

scattering distribution which you can

[15:39]

find in the volumetric fog tab okay so

[15:42]

you'll see by default it is set to 0.2

[15:44]

and if i set this to 1

[15:47]

you'll notice that the fog

[15:49]

kind of disappears

[15:50]

but it hasn't really it just changed

[15:53]

functionality now pay attention to when

[15:54]

i moved a camera here

[15:57]

you'll notice

[15:59]

that now we've got the kind of god ray

[16:00]

shining through the trees like that

[16:03]

if i set the scattering distribution

[16:04]

back down to 0.2 again

[16:06]

you'll notice those direct god rays

[16:10]

completely disappear again so like the

[16:11]

hot tip says here the distribution value

[16:14]

of 0 scatters equally in all directions

[16:17]

while 0.9 scattered predominantly in the

[16:19]

light direction

[16:21]

so if you want to have light shaft

[16:22]

visible from the side it needs to be

[16:24]

closer to zero again because it's set to

[16:26]

0.2 which is close to zero you'll see we

[16:29]

see the god rays coming in from the side

[16:31]

but when you increase it closer to 0.9

[16:35]

like so

[16:37]

we get these really cool god rays

[16:39]

shining through the leaves of our tree

[16:41]

right here so there's no right or wrong

[16:43]

setting to use it really depends on the

[16:45]

art direction that you require and so

[16:48]

i just figured it was something really

[16:49]

important

[16:50]

to talk about especially if you're

[16:52]

trying to get this kind of look so with

[16:54]

that said let's go back to past oil so

[16:56]

now we already have this with literally

[16:59]

only the directional light and the

[17:01]

height fog that's it

[17:03]

the next step involves adding a skylight

[17:05]

because we need to kind of go out of

[17:07]

scotland to lift up these shadows a bit

[17:09]

because the shadows here are pitch black

[17:11]

there's there's no bounce light here so

[17:13]

the skylight's going to help us with

[17:14]

that so we're going to click on lights

[17:16]

here

[17:17]

add a skylight

[17:19]

in our scene like this

[17:21]

and we're going to set this light to

[17:23]

movable i'm going to set the sky distant

[17:25]

threshold to

[17:27]

1

[17:28]

and

[17:29]

i'm going to uncheck lower hemisphere

[17:31]

solid color

[17:33]

so now you'll see these shadows if i

[17:35]

hide the skylight

[17:38]

see that difference it makes it really

[17:40]

helps lift up those shadows now this is

[17:42]

a little bit too bright for my taste i

[17:43]

may actually turn that down to like .5

[17:47]

there we go so now we've got a pretty

[17:48]

decent lighting setup done

[17:50]

now we need to art direct it and make it

[17:52]

a bit more bluish because that's the art

[17:54]

direction i want to go for it's what

[17:55]

we're used to seeing in movies night

[17:57]

time scenes do look pretty good when

[17:59]

they're lit blue even though that's not

[18:01]

technically physically accurate so i'm

[18:03]

going to select my directional light

[18:04]

here and in the details panel we're

[18:06]

going to make this color a little bit

[18:08]

bluish

[18:09]

not too much be very careful not to

[18:11]

overdo it

[18:13]

but maybe something like that something

[18:16]

there we go

[18:17]

that looks pretty decent

[18:19]

and just like that

[18:21]

we're already about eighty percent of

[18:23]

the way done

[18:25]

with those reactors that's it so the

[18:27]

next step involves adding practical

[18:29]

light so a practical light is an actual

[18:32]

working light that appears in the scene

[18:34]

so it can be a household lamp a tv

[18:37]

car headlights and in this case it's

[18:39]

going to be the candles that are inside

[18:42]

each one of these lanterns over here so

[18:44]

we're going to go ahead and add a point

[18:46]

light

[18:47]

inside each of these lanterns

[18:50]

like this

[18:53]

now this is way too bright so i'm going

[18:54]

to turn this intensity down to

[18:57]

1 and i'm going to change the color to

[19:00]

something more orangey like that

[19:03]

and i'm going to change it to movable

[19:07]

i'm going to make sure that it is

[19:08]

actually inside correctly

[19:12]

there we go and now i'm going to go

[19:13]

ahead and do the same for each and every

[19:15]

one of these lanterns in the scene so i

[19:17]

will fast forward this

[19:28]

now just like that

[19:29]

adding these practical lights here

[19:31]

really helps these lanterns pop a little

[19:33]

bit it adds that extra warmth in it we

[19:36]

get that nice teal and orange look when

[19:38]

combined with the blue fog so these kind

[19:41]

of help add a little bit more interest

[19:43]

to our scene now

[19:45]

we are about

[19:47]

90 of the way there there is still one

[19:50]

last thing we need to do before we're

[19:52]

done and that's adding fill lights and

[19:55]

extra rim lights so these are not

[19:57]

exactly realistic lights these are not

[19:59]

something that would be physically

[20:00]

accurate but cinematographers add these

[20:03]

extra lights to these fill lights and

[20:05]

rim lights to accentuate the shape and

[20:08]

silhouette of thing because like i said

[20:09]

earlier

[20:10]

silhouette

[20:11]

and shape is the most important thing

[20:13]

when it comes to night lighting you see

[20:14]

here

[20:16]

the silhouette of the lantern the

[20:18]

silhouette of our hero lantern up here

[20:20]

the silhouette of the tree of all the

[20:22]

trees

[20:23]

this is what really stands out so we're

[20:24]

going to go ahead and add some extra

[20:26]

little fill lights and some more rim

[20:27]

lights to make certain things pop a

[20:29]

little bit more because

[20:31]

as you probably noticed it's going to be

[20:33]

really hard to get moonlight to shine

[20:35]

perfectly on all the things you want it

[20:37]

to shine on because you know trees are

[20:39]

in the way and then when you move one

[20:40]

tree

[20:41]

it just cast shadows in another area

[20:43]

that you don't want so we're going to

[20:44]

take a page from the cinematographer's

[20:46]

playbook and make our lives a little bit

[20:48]

easier by adding some individual smaller

[20:51]

local fill lights to give you a perfect

[20:53]

example i'm going to go ahead and add a

[20:55]

wrecked light right here

[21:00]

and move just like that

[21:03]

and what i want to do is i want to

[21:06]

just lift up the shadows on this side

[21:07]

because if i hide this here notice how

[21:09]

this entire lantern is kind of shapeless

[21:12]

same thing here and here

[21:14]

all of these lanterns kind of feel a

[21:15]

little bit shapeless because they're in

[21:16]

the shadow and there's fog we're going

[21:18]

to help our scene out by adding some

[21:20]

local light so this here obviously way

[21:21]

too bright set this to movable

[21:24]

and turn this down to

[21:27]

1 2.5 something like that and make this

[21:30]

blue

[21:32]

a little bit more blue it so it matches

[21:34]

the ambient lighting

[21:35]

right

[21:37]

return

[21:38]

and so now just this extra little light

[21:40]

here really helps make this lantern

[21:42]

stand out a little bit now i'm also

[21:44]

don't want this light to affect

[21:45]

everything within its attenuation radius

[21:47]

so in the details panel i'm going to

[21:48]

turn the attenuation radius down to 500

[21:51]

300 maybe there we go so it doesn't

[21:52]

affect the other lanterns here so now

[21:55]

i'm going to duplicate the direct light

[21:57]

and i'm going to move it back

[21:59]

to do the same thing on this lantern

[22:01]

here

[22:02]

so notice here how this lantern kind of

[22:04]

disappears into mush like it did you you

[22:07]

don't see the shape of it very well the

[22:10]

only way to fix that is by

[22:12]

adding an extra rect light here and this

[22:15]

really suddenly makes it

[22:16]

pop a little bit better

[22:18]

so i'm going to turn the brightness down

[22:19]

to like point two point three just

[22:22]

something just a little hint of light to

[22:25]

make the shape stand out

[22:27]

i'm going to duplicate this again

[22:29]

and bring this back

[22:31]

to light

[22:33]

this lantern over here as well

[22:35]

because like i said unreal engine 4

[22:38]

doesn't have good indirect lighting you

[22:40]

would have it in ue5 with lumen but

[22:43]

we don't have that here so we have to

[22:45]

fake it somehow so again to show you if

[22:48]

i select my three rex lights and hide

[22:50]

them

[22:51]

see that difference it makes see how it

[22:53]

just helps those lanterns pop a little

[22:55]

bit

[22:56]

that is what we're doing here

[22:59]

i also want to add a bit of a rim light

[23:01]

over here on this side of the lantern

[23:03]

because i would like to suggest that the

[23:05]

light is shining down on it from this

[23:07]

side so

[23:09]

i'm going to grab the direct light

[23:11]

duplicate it move it over here

[23:14]

rotate it like that

[23:16]

just down a little bit maybe

[23:19]

like that

[23:20]

and

[23:25]

you'll see before and after before and

[23:27]

after just that subtle rim light helps

[23:30]

make it pop

[23:32]

a little bit more i'm gonna do the same

[23:33]

thing for this lantern over here because

[23:35]

there is sky's light shining down from

[23:38]

this side it won't be a strong rim light

[23:40]

but just something to make this edge pop

[23:42]

a little bit i'm just going to duplicate

[23:44]

this wrecked light

[23:45]

bring it over here

[23:49]

and

[23:51]

move it like so just a tiny tiny rim

[23:54]

light

[23:55]

like that maybe not very bright 10 maybe

[23:58]

so this is no rim light

[24:00]

and it's just a tiny little bit now

[24:02]

this brings me to my next point and a

[24:04]

very important tool that unreal has

[24:07]

and that's lighting channels

[24:09]

you'll see here this wrecked light is

[24:11]

affecting

[24:12]

both the lantern and the tree here i

[24:15]

don't want the red light to affect the

[24:16]

tree so i'm going to use lighting

[24:18]

channels to make that light only affect

[24:22]

this lantern

[24:24]

so we're going to select this light here

[24:25]

i'm going to go to the details panel and

[24:27]

i'm going to search for

[24:28]

channel

[24:30]

and you'll see here i'm going to uncheck

[24:33]

channel 0

[24:34]

suddenly it doesn't affect the tree

[24:36]

anymore but it doesn't affect the

[24:37]

lantern either

[24:38]

i'm going to turn on channel 1

[24:41]

and now i'm going to select this lantern

[24:43]

and make sure that it also has channel

[24:45]

one enabled

[24:46]

and now

[24:48]

you'll see it gets that rib light

[24:51]

but this light is no longer affecting

[24:53]

anything else in the scene

[24:55]

see only this lamp

[25:00]

and that's what we want this is a super

[25:02]

handy tool for adding rim lights to

[25:03]

objects without having those lights

[25:05]

affect anything else in our scene be

[25:07]

aware however that lighting channels

[25:09]

don't work with lumen and ue5 so now i'm

[25:11]

going to go do the same thing over here

[25:15]

on this light here

[25:18]

and one thing i like to do as well is

[25:22]

fake

[25:23]

some indirect lighting over here you'll

[25:25]

see here we got the moonlight strong

[25:27]

moonlight hitting the ground right here

[25:30]

and in real life it would bounce up and

[25:32]

illuminate both of these lanterns here

[25:34]

so

[25:36]

we're going to go ahead and add

[25:38]

erect light to do just that

[25:40]

something like that you'll see just to

[25:42]

kind of lift up those blacks a little

[25:44]

bit

[25:44]

so really we just want to add a whole

[25:46]

bunch of wrecked lights in our scene to

[25:48]

help these lanterns pop a little bit and

[25:51]

i know what you're thinking this is not

[25:52]

performance friendly this is probably

[25:54]

not the best thing to do if you're

[25:55]

making a game but in my case i'm just

[25:57]

trying to make a nice looking shot so i

[25:59]

don't care about how many lights i have

[26:01]

the reason i'm doing this is because a

[26:03]

unreal engine 4 doesn't really have good

[26:06]

indirect lighting solutions so we have

[26:07]

to fake it and wrecked lights are a

[26:09]

fantastic way to do that b

[26:11]

like i said earlier we're taking a page

[26:13]

from the cinematographer's playbook and

[26:15]

we're faking rim lights lighting

[26:17]

nighttime exteriors for a movie is a

[26:20]

huge hack it's all faked anyway so now

[26:23]

we only have one last thing to do and

[26:25]

that's doing the same thing we did here

[26:27]

to our main

[26:29]

hero lantern in the back so i'm going to

[26:31]

go ahead and grab one of these rect

[26:33]

lights

[26:34]

i'm going to duplicate it and i got to

[26:36]

move it all the way back over there

[26:38]

now i need to make sure that it's

[26:39]

rotated upwards like this and the reason

[26:42]

i'm doing this is because you'll see we

[26:44]

do have some strong moonlight shining

[26:45]

here so we would absolutely have some

[26:47]

indirect lighting shining here and

[26:50]

lighting up the underside of this

[26:52]

lantern so i gotta fake it with another

[26:54]

wrecked light

[26:57]

like that maybe and you'll see already

[26:59]

it's kind of an interesting rim light

[27:01]

here now obviously that was way too

[27:03]

bright but i think you're starting to

[27:04]

get the idea or blue there we go

[27:08]

and just like that we kind of

[27:09]

highlighted the side of our lantern here

[27:13]

which kind of helps it make it pop a

[27:14]

little bit more and that's it that's

[27:16]

really all you need to do to get a

[27:17]

decent looking nighttime shot let's

[27:19]

break this down one more time just so

[27:21]

you have a bit of a refresher so so

[27:23]

we're gonna hide these and hide these so

[27:25]

we started off with absolutely nothing

[27:27]

more than just a starry sky added a

[27:30]

directional light to simulate our

[27:32]

moonlights then we added the volumetric

[27:34]

fog which honestly took us 80 of the way

[27:38]

there

[27:39]

like i said earlier shaping that

[27:41]

volumetric fog with other huge

[27:43]

props like this in the scene is key to

[27:46]

getting a very moody atmosphere right

[27:50]

then we went ahead and lifted the

[27:52]

shadows a little bit with our skylight

[27:54]

like that then

[27:55]

we added some local practical lights

[27:58]

like this just to help simulate that

[28:00]

candlelight a bit and lastly we added a

[28:03]

whole bunch of fill lights and rim

[28:05]

lights to our scene to make some of

[28:06]

these lanterns stand out so this is

[28:08]

before

[28:09]

and this is after before and after now

[28:13]

again this is pretty subjective there's

[28:15]

no right or wrong answer here you're

[28:16]

going to have to be the judge and you're

[28:18]

going to have to art direct your scene

[28:19]

so you may actually prefer it the before

[28:21]

version

[28:22]

and that's okay i just wanted to take

[28:24]

the time to show you that it is a

[28:26]

entirely viable approach to just add a

[28:29]

whole bunch a smaller light like this to

[28:32]

fake the directionality of the light

[28:34]

fake the indirect lighting and fake the

[28:36]

rim lighting as well now the last thing

[28:39]

i would do here is render this shot out

[28:41]

using the movie render queue which i

[28:43]

have tutorial for right here

[28:45]

and from there

[28:47]

i would just color grade this a little

[28:48]

bit in davinci resolve now i do have a

[28:50]

tutorial on color grading and davinci

[28:52]

resolve coming soon so be sure you

[28:53]

subscribe so you don't miss it because

[28:55]

at the end of the day the only thing

[28:57]

that matters is the end result if your

[29:00]

shot looks gorgeous the client is happy

[29:03]

you're good to go and that is how you

[29:05]

can go ahead and light a nighttime shot

[29:08]

yourself pretty easily

[29:10]

and guys thank you so much for watching

[29:11]

i hope you found this video helpful if

[29:13]

you did do consider subscribing and

[29:15]

leaving a comment down below and as

[29:17]

always

[29:18]

happy rendering

Download Subtitles

These subtitles were extracted using the Free YouTube Subtitle Downloader by LunaNotes.

Download more subtitles

Related Videos

Download Subtitles for Lighting in Unreal Engine 5 Tutorial

Download Subtitles for Lighting in Unreal Engine 5 Tutorial

Enhance your understanding of lighting techniques in Unreal Engine 5 by downloading accurate subtitles for this beginner-friendly tutorial. Captions help you follow along easily and grasp complex concepts effectively.

Download Subtitles for Lighting Interiors in Unreal Engine 5

Download Subtitles for Lighting Interiors in Unreal Engine 5

Enhance your learning experience by downloading accurate subtitles for the Lighting Interiors in Unreal Engine 5 tutorial. Captions help you follow along with detailed lighting techniques and improve comprehension, making complex concepts easier to grasp. Get your subtitles now for more effective and accessible video content.

Download Subtitles for Lumen Explained - UE5 Captions

Download Subtitles for Lumen Explained - UE5 Captions

Enhance your understanding of Unreal Engine 5 with precise subtitles for the 'Lumen Explained' video. Download captions to follow important tips and insights clearly, ensuring you don't miss any detail in this essential UE5 tutorial.

Download Subtitles for The 2025 Guide to Rendering in Unreal Engine 5

Download Subtitles for The 2025 Guide to Rendering in Unreal Engine 5

Enhance your learning experience with downloadable subtitles for The 2025 Guide to Rendering in Unreal Engine 5 video. Accurate captions make it easier to follow complex rendering techniques and ensure accessibility for all viewers. Get your subtitles now to master Unreal Engine 5 effectively.

Download Subtitles for PATH TRACER Explained - Unreal Engine

Download Subtitles for PATH TRACER Explained - Unreal Engine

Enhance your understanding of Unreal Engine's PATH TRACER tool by downloading accurate subtitles for this video. Captions make it easier to follow complex concepts and improve accessibility for all viewers.

Most Viewed

Download Subtitles for 2025 Arknights Ambience Synesthesia Video

Download Subtitles for 2025 Arknights Ambience Synesthesia Video

Enhance your viewing experience of the 2025 Arknights Ambience Synesthesia — Echoes of the Legends by downloading accurate subtitles. Perfect for understanding the intricate soundscapes and lore, these captions ensure you never miss a detail.

Download Subtitles for Girl Teases Friend Funny Video

Download Subtitles for Girl Teases Friend Funny Video

Enhance your viewing experience by downloading subtitles for the hilarious video 'Girl Teases Friend For Having Poor BF'. Captions help you catch every witty remark and enjoy the humor even in noisy environments or for non-native speakers.

تحميل ترجمات فيديو الترانزستورات كيف تعمل؟

تحميل ترجمات فيديو الترانزستورات كيف تعمل؟

قم بتنزيل ترجمات دقيقة لفيديو الترانزستورات لتسهيل فهم كيفية عملها. تعزز الترجمات تجربة التعلم الخاصة بك وتجعل المحتوى متاحًا لجميع المشاهدين.

離婚しましたの動画字幕|無料で日本語字幕ダウンロード

離婚しましたの動画字幕|無料で日本語字幕ダウンロード

「離婚しました」の動画字幕を無料でダウンロードできます。視聴者が内容をより深く理解し、聴覚に障害がある方や外国人にも便利な字幕付き動画を楽しめます。

Download Accurate Subtitles and Captions for Your Videos

Download Accurate Subtitles and Captions for Your Videos

Easily download high-quality subtitles to enhance your video viewing experience. Subtitles improve comprehension, accessibility, and engagement for diverse audiences. Get captions quickly for better understanding and enjoyment of any video content.

Buy us a coffee

If you found these subtitles useful, consider buying us a coffee. It would help us a lot!

Let's Try!

Start Taking Better Notes Today with LunaNotes!